Hi everybody,
According to this, unigine provides
64-bit coordinates precision: real-world scale of virtual scenes as large as the solar system
Do some people have some more information about what they are using internally ? Mainly, I would like to know if they do it all in 64 bits (meaning that vertex positions are sent to the GPUs in 64 bits precision), or do they do any tricks (ie 64-bits precision at editing time, then do some split-tricks, then at runtime, the GPU operates with 32 bits position) ?
When reading further their website, it seems we can even see more farther than on usual engines and close and far things at the same time (see this page), letting me believe they might be using 64 bits floats without any tricks to send them as 32 bits to the GPU...
If anyone has some documents about how they manage this internally, please let me be aware of them.
Thanks.